COLLADA: Split MaterialsExporter into separate files.

This commit is contained in:
Nathan Letwory
2010-10-06 13:21:08 +00:00
parent e161c22dc2
commit 0d815d3528
3 changed files with 148 additions and 65 deletions

View File

@@ -106,6 +106,7 @@ extern char build_rev[];
#include "CameraExporter.h"
#include "GeometryExporter.h"
#include "LightExporter.h"
#include "MaterialExporter.h"
// can probably go after refactor is complete
#include "InstanceWriter.h"
@@ -151,43 +152,7 @@ void forEachObjectInScene(Scene *sce, Functor &f)
}
}
// used in forEachMaterialInScene
template <class MaterialFunctor>
class ForEachMaterialFunctor
{
std::vector<std::string> mMat; // contains list of material names, to avoid duplicate calling of f
MaterialFunctor *f;
public:
ForEachMaterialFunctor(MaterialFunctor *f) : f(f) { }
void operator ()(Object *ob)
{
int a;
for(a = 0; a < ob->totcol; a++) {
Material *ma = give_current_material(ob, a+1);
if (!ma) continue;
std::string translated_id = translate_id(id_name(ma));
if (find(mMat.begin(), mMat.end(), translated_id) == mMat.end()) {
(*this->f)(ma, ob);
mMat.push_back(translated_id);
}
}
}
};
// calls f for each unique material linked to each object in sce
// f should have
// void operator()(Material* ma)
template<class Functor>
void forEachMaterialInScene(Scene *sce, Functor &f)
{
ForEachMaterialFunctor<Functor> matfunc(&f);
GeometryFunctor gf;
gf.forEachMeshObjectInScene<ForEachMaterialFunctor<Functor> >(sce, matfunc);
}
// OB_MESH is assumed
std::string getActiveUVLayerName(Object *ob)
@@ -344,8 +309,8 @@ public:
void exportImages(Scene *sce)
{
openLibrary();
forEachMaterialInScene(sce, *this);
MaterialFunctor mf;
mf.forEachMaterialInScene<ImagesExporter>(sce, *this);
closeLibrary();
}
@@ -401,8 +366,8 @@ public:
void exportEffects(Scene *sce)
{
openLibrary();
forEachMaterialInScene(sce, *this);
MaterialFunctor mf;
mf.forEachMaterialInScene<EffectsExporter>(sce, *this);
closeLibrary();
}
@@ -652,31 +617,6 @@ public:
}
};
class MaterialsExporter: COLLADASW::LibraryMaterials
{
public:
MaterialsExporter(COLLADASW::StreamWriter *sw): COLLADASW::LibraryMaterials(sw){}
void exportMaterials(Scene *sce)
{
openLibrary();
forEachMaterialInScene(sce, *this);
closeLibrary();
}
void operator()(Material *ma, Object *ob)
{
std::string name(id_name(ma));
openMaterial(translate_id(name), name);
std::string efid = translate_id(name) + "-effect";
addInstanceEffect(COLLADASW::URI(COLLADABU::Utils::EMPTY_STRING, efid));
closeMaterial();
}
};
// TODO: it would be better to instantiate animations rather than create a new one per object
// COLLADA allows this through multiple <channel>s in <animation>.

View File

@@ -0,0 +1,55 @@
/**
* $Id: DocumentExporter.cpp 32309 2010-10-05 00:05:14Z jesterking $
*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* Contributor(s): Chingiz Dyussenov, Arystanbek Dyussenov, Jan Diederich, Tod Liverseed,
* Nathan Letwory
*
* ***** END GPL LICENSE BLOCK *****
*/
#include "COLLADABUUtils.h"
#include "BKE_material.h"
#include "MaterialExporter.h"
#include "collada_internal.h"
MaterialsExporter::MaterialsExporter(COLLADASW::StreamWriter *sw): COLLADASW::LibraryMaterials(sw){}
void MaterialsExporter::exportMaterials(Scene *sce)
{
openLibrary();
MaterialFunctor mf;
mf.forEachMaterialInScene<MaterialsExporter>(sce, *this);
closeLibrary();
}
void MaterialsExporter::operator()(Material *ma, Object *ob)
{
std::string name(id_name(ma));
openMaterial(translate_id(name), name);
std::string efid = translate_id(name) + "-effect";
addInstanceEffect(COLLADASW::URI(COLLADABU::Utils::EMPTY_STRING, efid));
closeMaterial();
}

View File

@@ -0,0 +1,88 @@
/**
* $Id: DocumentExporter.cpp 32309 2010-10-05 00:05:14Z jesterking $
*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* Contributor(s): Chingiz Dyussenov, Arystanbek Dyussenov, Jan Diederich, Tod Liverseed,
* Nathan Letwory
*
* ***** END GPL LICENSE BLOCK *****
*/
#ifndef __MATERIALEXPORTER_H__
#define __MATERIALEXPORTER_H__
#include "COLLADASWLibraryMaterials.h"
#include "COLLADASWStreamWriter.h"
#include "DNA_material_types.h"
#include "DNA_object_types.h"
#include "DNA_scene_types.h"
#include "GeometryExporter.h"
class MaterialsExporter: COLLADASW::LibraryMaterials
{
public:
MaterialsExporter(COLLADASW::StreamWriter *sw);
void exportMaterials(Scene *sce);
void operator()(Material *ma, Object *ob);
};
// used in forEachMaterialInScene
template <class Functor>
class ForEachMaterialFunctor
{
std::vector<std::string> mMat; // contains list of material names, to avoid duplicate calling of f
Functor *f;
public:
ForEachMaterialFunctor(Functor*f) : f(f) {}
void operator ()(Object *ob)
{
int a;
for(a = 0; a < ob->totcol; a++) {
Material *ma = give_current_material(ob, a+1);
if (!ma) continue;
std::string translated_id = translate_id(id_name(ma));
if (find(mMat.begin(), mMat.end(), translated_id) == mMat.end()) {
(*this->f)(ma, ob);
mMat.push_back(translated_id);
}
}
}
};
struct MaterialFunctor {
// calls f for each unique material linked to each object in sce
// f should have
// void operator()(Material* ma)
template<class Functor>
void forEachMaterialInScene(Scene *sce, Functor &f)
{
ForEachMaterialFunctor<Functor> matfunc(&f);
GeometryFunctor gf;
gf.forEachMeshObjectInScene<ForEachMaterialFunctor<Functor> >(sce, matfunc);
}
};
#endif